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Posts
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Someone has put the DPS of the various pets on the wiki (I assume it's still accurate):
http://wiki.cohtitan.com/wiki/Lore_S...S_of_Lore_Pets
Something to bear in mind is that this is the "perfect" DPS. In practical combat melee pets will suffer somewhat due to having to move more and being more likely to die (in particular the melee LT pets are hard to keep alive).
In terms of -Regen I think Longbow are the best option but I'm not certain. -
Personally I quite enjoyed the old Keyes, however my fondness for it was based more on the flow of the trial than on the difficulty. I didn't mind the difficulty but it did make forming teams hard which I did mind. Given that anything that makes it more popular is fine by me.
I'd still like to see the difficulty tweaked up a little bit, primarily I think Anti-matter needs to arrive earlier, it seems that he doesn't show up until most of the terminals are activated and that kind of defeats the point. -
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Honestly I don't particularly want Hero PPPs. If the devs are going to add more Epic power pools I'd much rather have new APPs than another set of PPPs. The PPPs all have a certain thematic bias and while it's reasonably easy to ignore that it is still slightly immersion breaking to see Scirocco emblem pop up on my hero whenever he activates his "Electric Defense Grid".
I'm all for making it simpler for characters (of any alignment) to access the Patron Pools but in terms of new pools I'd much rather see new pools created without a thematic bias so that it's easier to interpret them as whatever we want. To that end I'd much rather see an expansion of the APPs than new PPPs or any type.
Ideally I'd like to see a situation where every AT has access to an APP for each Element type it has access to plus a few options with weapons or minimal graphics for use with the more 'natural" sets. -
Quote:Unfortunately the Alpha slot won't be a huge help there. It provides enhancement to powers you already have and since most of your powers provide healing or regeneration it's not a huge benefit to preventing initial damage. You could in theory take Cardiac or Resilient to boost the resistance from Resilience and Moment of Glory but the former power won't show much improvement and the latter already hard caps you. A better option is to look for other sources of defense, notably:More info: Although Regen is very good for longish fights, it is lacking for good defense when absorbing alpha blows and mass assault. I'm looking for a way to improve the defense from the initial blows of bosses and EB's.
1. Pool Powers (Weave, Combat Jumping, Maneuvers)
2. IO sets with defense bonuses
3. Barrier Destiny
4. Inspirations -
Quote:Well I'll ignore for the moment the possibility of it being broken (I'm not aware of a bug but none of my characters currently have Vigor).Can anyone confirm if Vigor Core Boost will significantly improve all the healing powers of the Regen secondary set for Scrappers?
Description: "For all powers: Increase Healing and Accuracy by 33%"
Given that, the answer is that it won't give a huge bonus at that level but if you build up the tree then it will. The tier 2 Alpha slot abilities provide a 33% boost of which one-third ignores ED. Now as a regen scrapper I would assume you're already ED capped for heal in most of your powers. Given that the total increase in your healing enhancement will be about 14.3%. Taking Reconstruction as an example, this will increase the number of hit points regained by about 48.
Now if you build further up the tree to the Vigor Core Paragon level then it will grant 45% of which two-thirds ignores ED resulting in an enhancement increase of about 32.25% and a bonus to Reconstruction of about 108 hit points.
That being said unless you are feeling a strong need for the accuracy and/or endurance granted by Vigor you might want to consider a Spiritual Alpha instead since that will increase the healing granted by your powers but also decrease their recharge time so that you can use them more often. -
Quote:Not entirely true. It reduces the number of instances by at least 75% (since the LFG tool forms 4 man teams).I'd just like to observe, as an aside, that the whole "relieve the strain on the instance server by making the new low-level content all open-world kill-stealing instant-respawning immersion-destroying hunts" "solution" that the Devs were so proud of is rendered entirely irrelevant when most lowbies, apparently, go straight for the instanced sewers. Bravo. *golf clap*
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Good to know it's a general bug and not just me
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So with the latest patch and the changes to the badge interface I noticed that most of the Supergorup badges have vanished from the interface. When I look under the various Supergroup Badge sections I only see badges or progress bars for the SG Exploration Badges and the SG Healing Badges. Now this isn't a huge issue, I can still build things like a Supercomputer and Mega Monitors so the badges are apparently still there they just aren't showing up.
Has anyone else noticed this? -
You have basically two options:
1. Start working on alternate Incarnate powers for different situations (Destiny in particular is a good option here, do you have a Clarion for Underground? Or a Rebirth for Keyes? What about making the new teleport one for preventing league wipes?)
2. Save them and hope that when the new slots released they use the same salvage. -
Some defenders can solo GMs, not all. Most Defenders I know of who soloed GMs relied on significant -regen to do so. While Kinetics has some -regen I don't think it has enough without a high damage secondary.
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Quote:They are limited in this manner. LotGs function in exactly the same way as a Set Bonus (and indeed are listed under set bonuses in your info window) however they have a different name from normal set bonuses and as such count separately for rule of fives purposes (if you're curious they grant you a "Luck of the Gambler: Recharge Speed" while normal sets grant you a "Huge Recharge Bonus").They count in that if you had 6xLotG's only 5 of them would count. (Edit part 2: I'm not certain that it is even limited in this way, since the 7.5% is a function of the IO, not a set bonus.)
For more info on set bonuses and weird rule of fives things see this page on the wiki:
http://wiki.cohtitan.com/wiki/Set_Bonuses -
Quote:A possible explanation is that it's intended as a sweetener to encourage people to continue subscribing until the next expansion is rushed out.The one I find odd is WoW. Subscribers down approx 10% two years running and they start giving away Diablo III? They still have 10 mill subscribers and the only ones that are gonna sign up for annual sub are probably ones would wouldn't have left anyway. Who buys a subscription specifically so they can play another game? Seems dumb.
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Quote:The problem is that damage buff and resistance buff buff (that's not a typo I mean buffing a reisstance buff) are the same thing. So a global resistance bonus is indeed not possible.Well as far as I know, there is no mechanic to give +res to your resistance powers due to the way they are coded into the game.
Quote:And I thought that power boost would buff cold's sheilds, and traps would have increased defense from it as well, since it is always on, unlike powerboost, which only affects it for the duration. -
It depends on the game. In WoW it is possible to run team content with fewer than the required number (dungeons can be entered solo, raids require two people).
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Quote:I like the MM one. It's got a good 4-slot recharge bonus (where most sets get similar recharge bonuses for 5-slots) and adding 10% AoE defense to my pets is a pretty nice perk.You know for all the complaining about the defender's heal bonus...
Just thank God your set isn't as terrible as the Mastermind one.
It'll be a bit annoying if it only goes in pet powers (due to the limitations on how IOs work there) but if I can slot it in my personal attacks it's a nice option. -
Quote:The problem is this only really helps one additional powerset (Force Field). It provides a little bit of benefit to some other sets in the form of increased slows (although probably not enough to be noticeable) but the sets that would get the most benefit in terms of increased defense buffs or to hit buffs/debuffs are ones that already have heals so don't really need more benefit from the set. Sonic still gets no bonuses while Cold Domination and Traps both get no real benefit since their powers are unaffected by power boost either due to having a resistance buff or due to being pseudo-pets.Something crossed my mind while reading the defender forum version of this discussion. Why not make the +heal bonus into a mini power boost type effect? Boost everything. It would probably have to have a much smaller % than normal set bonuses, but it should do fine. Any thoughts on that?
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For what it's worth (and speaking as someone who's main Defender is a Trapper) I like the set. As far as I'm concerned the proc in the set (minor PBAoE heal) balances out the +6% healing power bonus. It helps compensate for the main weakness of Traps (the lack of any sort of healing outside Incarnate powers) whereas it's going to be a lot less useful for any defender who already has a PBAoE heal. Given that it seems like a reasonable compromise to me, sets with heals get a set bonus to make them a little better and sets without a heal get a proc to help round them out.
I'll also note that when I look at sets I rarely pay much attention tot he first three set bonuses. the 5-piece and 6-pieces bonuses are the interesting ones, the others are generally filler and this is no exception. -
Quote:It depends on the reactor. The first and third reactors the person who activates the glowie gets the temp powers. For the second reactor it appears to be random.Who gets the temp powers? Is it random like in Lambda? If so do you have trouble with people not using them... like in the Lambda?
Unlike Lambda I've never really had an issue with people no using temp powers. Primarily because unlike Lambda it's trivial to overstock on the temps. The glowies and war walkers keep respawning until the reactor is clear so the league normally collects more temps than the 18 (previously 30) actually needed. -
Quote:As with everything it depends on what your goals are and how much inf you have. For someone with a lot of inf and relatively modest goals for how many characters they are IO'ing then yes it can easily be worth it.i know it is the most important io but in retrospect is it really woth that much>?
Or to put it another way, Inf has no intrinsic value so if you don't have anything else you want to buy this is a low-impact way to improve a character. -
The first rule of Keyes Trial: You do not attack Anti-Matter
The second rule of Keyes trial: You do NOT attack Anti-Matter.
Quote:This is a common mis-conception that I've seen a lot so I'd like to take the time to correct it. During the second Reactor you do NOT need to clear the Warworks in order to activate the terminals, you just need to drag Anti-Matter to it (there's still benefit to clearing the WW just to keep people safe but before AM spawns you can often pop a few terminals form stealth).Stage 3:
Move onto the next reactor, again you need to power up 6 of the 10 terminals. To collect powercells this time now however you need to defeat the EB WarWalkers that are roaming below the reactor. By defeating the EB, the entire mob it is with is defeated too so focus purely on the EB.
Prior to Anti-matter coming you only need to defeat the mobs infront of the terminals on the reactor to be able to power them up. Once Anti-matter arrives however, you need him at the terminal [within X feet] to use the first powercell on it [the other 2 required to power it up does not require him near it anymore]. As before do not attack him.
The basic rules for what you need to power up terminals are:
Reactor 1: Must clear Warworks, Anti-Matter not needed
Reactor 2: No need to clear Warworks, Anti-Matter is needed
Reactor 3: Must clear Warworks, Anti-Matter is needed
So essentially remember Reactor 1 and 2 are completely different, 3 is the combination of the two previous rules. -
Quote:I'm in exactly the same situation. I could recreate my characters on test but doing so is a lot of effort so I didn't bother to do any testing.The lack of a working copy tool dissuaded me from testing this beta at all. I know there were things I could have tested on brand new characters, but it wasn't the stuff I was interested in testing. So I didn't test anything.
That the copy tool has been down for as long as it has been is pretty ridiculous. Maybe, just maybe the backlash against how shoddy this push was will help convince them to fix it so more people can/will test. -
A quick tip as a workaround for the windows bug. The slash commands to load and save your windows positions are as follows:
/wdw_load (loads the positions in COH_INSTALL_DIRECTORY\wdw.txt)
/wdw_load_file filename (loads the positions in the specified file name)
/wdw_save (saves the current positions to COH_INSTALL_DIRECTORY\wdw.txt)
/wdw_save_file filename (lsaves the current positions to the specified file name)
It's not a great solution but until this gets fixed setting up a bind to load the positions file will at least give you a one-button fix. -
The main problem is, as Blue Rabbit mentioned, the ease of griefing. Other than that it does sound like it would be a lot of fun (kind of like Keyes before it got nerfed).
A possible alternative for a similar feel with less griefing potential would be a last stand style trial where the goal is to hold off ever increasing waves of enemies for as long as possible. -
The wider set bonus range. The actual enhancement values scaling down isn't a big deal since if I recall correctly they fixed the bug that was causing them to be abnormally high (at least I think they did, it's been a while since I tested it).